public override void OnEnter() { base.OnEnter(); CCSize s = CCDirector.SharedDirector.WinSize; CCProgressTo to1 = new CCProgressTo(2, 100); CCProgressTo to2 = new CCProgressTo(2, 100); CCProgressTimer left = new CCProgressTimer(s_pPathSister1); left.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the left since the midpoint is 0 for the y left.Midpoint = new CCPoint(0, 0); // Setup for a horizontal bar since the bar change rate is 0 for y meaning no horizontaly change left.BarChangeRate = new CCPoint(0, 1); AddChild(left); left.Position = new CCPoint(100, s.Height / 2); left.RunAction(new CCRepeatForever(to1)); CCProgressTimer right = new CCProgressTimer(s_pPathSister2); right.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the left since the midpoint is 0 for the y right.Midpoint = new CCPoint(0, 1); // Setup for a horizontal bar since the bar change rate is 0 for y meaning no horizontaly change right.BarChangeRate = new CCPoint(0, 1); AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RunAction(new CCRepeatForever(to2)); }
public override void OnEnter() { base.OnEnter(); CCSize s = CCDirector.SharedDirector.WinSize; CCProgressTo action = new CCProgressTo(2, 100); /** * Our image on the left should be a radial progress indicator, clockwise */ CCProgressTimer left = new CCProgressTimer(new CCSprite(s_pPathBlock)); left.Type = CCProgressTimerType.Radial; AddChild(left); left.Midpoint = new CCPoint(0.25f, 0.75f); left.Position = new CCPoint(100, s.Height / 2); left.RunAction(new CCRepeatForever((CCActionInterval)action.Copy())); /** * Our image on the left should be a radial progress indicator, counter clockwise */ CCProgressTimer right = new CCProgressTimer(new CCSprite(s_pPathBlock)); right.Type = CCProgressTimerType.Radial; right.Midpoint = new CCPoint(0.75f, 0.25f); /** * Note the reverse property (default=NO) is only added to the right image. That's how * we get a counter clockwise progress. */ AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RunAction(new CCRepeatForever((CCActionInterval)action.Copy())); }
public override void OnEnter() { base.OnEnter(); CCSize s = Layer.VisibleBoundsWorldspace.Size; var progressTo = new CCProgressTo(2, 100); /** * Our image on the left should be a radial progress indicator, clockwise */ CCProgressTimer left = new CCProgressTimer(new CCSprite(s_pPathBlock)); left.Type = CCProgressTimerType.Radial; AddChild(left); left.Midpoint = new CCPoint(0.25f, 0.75f); left.Position = new CCPoint(100, s.Height / 2); left.RepeatForever(progressTo); /** * Our image on the left should be a radial progress indicator, counter clockwise */ CCProgressTimer right = new CCProgressTimer(new CCSprite(s_pPathBlock)); right.Type = CCProgressTimerType.Radial; right.Midpoint = new CCPoint(0.75f, 0.25f); /** * Note the reverse property (default=NO) is only added to the right image. That's how * we get a counter clockwise progress. */ AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RepeatForever(progressTo); }
public override void OnEnter() { base.OnEnter(); CCSize s = Layer.VisibleBoundsWorldspace.Size; var progressTo = new CCProgressTo(2, 100); CCProgressTimer left = new CCProgressTimer(s_pPathSister1); left.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the left since the midpoint is 0 for the y left.Midpoint = new CCPoint(0, 0); // Setup for a horizontal bar since the bar change rate is 0 for y meaning no horizontaly change left.BarChangeRate = new CCPoint(0, 1); AddChild(left); left.Position = new CCPoint(100, s.Height / 2); left.RepeatForever(progressTo); CCProgressTimer right = new CCProgressTimer(s_pPathSister2); right.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the left since the midpoint is 0 for the y right.Midpoint = new CCPoint(0, 1); // Setup for a horizontal bar since the bar change rate is 0 for y meaning no horizontaly change right.BarChangeRate = new CCPoint(0, 1); AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RepeatForever(progressTo); }
public override void OnEnter() { base.OnEnter(); CCSize s = Layer.VisibleBoundsWorldspace.Size; var progressTo = new CCProgressTo(6, 100); var tint = new CCSequence(new CCTintTo(1, 255, 0, 0), new CCTintTo(1, 0, 255, 0), new CCTintTo(1, 0, 0, 255)); var fade = new CCSequence(new CCFadeTo(1.0f, 0), new CCFadeTo(1.0f, 255)); CCProgressTimer left = new CCProgressTimer(new CCSprite(s_pPathSister1)); left.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y left.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change left.BarChangeRate = new CCPoint(1, 0); AddChild(left); left.Position = new CCPoint(100, s.Height / 2); left.RepeatForever(progressTo); left.RepeatForever(tint); left.AddChild(new CCLabel("Tint", "arial", 20.0f, CCLabelFormat.SpriteFont)); CCProgressTimer middle = new CCProgressTimer(new CCSprite(s_pPathSister2)); middle.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y middle.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change middle.BarChangeRate = new CCPoint(1, 1); AddChild(middle); middle.Position = new CCPoint(s.Width / 2, s.Height / 2); middle.RepeatForever(progressTo); middle.RepeatForever(fade); middle.AddChild(new CCLabel("Fade", "arial", 20.0f, CCLabelFormat.SpriteFont)); CCProgressTimer right = new CCProgressTimer(new CCSprite(s_pPathSister2)); right.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y right.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change right.BarChangeRate = new CCPoint(0, 1); AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RepeatForever(progressTo); right.RepeatForever(tint); right.RepeatForever(fade); right.AddChild(new CCLabel("Tint and Fade", "arial", 20.0f, CCLabelFormat.SpriteFont)); }
public override void OnEnter() { base.OnEnter(); CCSize s = CCDirector.SharedDirector.WinSize; CCProgressTo to = new CCProgressTo(6, 100); CCAction tint = CCSequence.FromActions(new CCTintTo(1, 255, 0, 0), new CCTintTo(1, 0, 255, 0), new CCTintTo(1, 0, 0, 255)); CCAction fade = CCSequence.FromActions(new CCFadeTo(1.0f, 0), new CCFadeTo(1.0f, 255)); CCProgressTimer left = new CCProgressTimer(new CCSprite(s_pPathSister1)); left.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y left.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change left.BarChangeRate = new CCPoint(1, 0); AddChild(left); left.Position = new CCPoint(100, s.Height / 2); left.RunAction(new CCRepeatForever((CCActionInterval)to.Copy())); left.RunAction(new CCRepeatForever((CCActionInterval)tint.Copy())); left.AddChild(new CCLabelTTF("Tint", "arial", 20.0f)); CCProgressTimer middle = new CCProgressTimer(new CCSprite(s_pPathSister2)); middle.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y middle.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change middle.BarChangeRate = new CCPoint(1, 1); AddChild(middle); middle.Position = new CCPoint(s.Width / 2, s.Height / 2); middle.RunAction(new CCRepeatForever((CCActionInterval)to.Copy())); middle.RunAction(new CCRepeatForever((CCActionInterval)fade.Copy())); middle.AddChild(new CCLabelTTF("Fade", "arial", 20.0f)); CCProgressTimer right = new CCProgressTimer(new CCSprite(s_pPathSister2)); right.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y right.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change right.BarChangeRate = new CCPoint(0, 1); AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RunAction(new CCRepeatForever((CCActionInterval)to.Copy())); right.RunAction(new CCRepeatForever((CCActionInterval)tint.Copy())); right.RunAction(new CCRepeatForever((CCActionInterval)fade.Copy())); right.AddChild(new CCLabelTTF("Tint and Fade", "arial", 20.0f)); }
public CCProgressTimer InitProgressTimer(CCSize viewSize) { _progressTimer = new CCProgressTimer("bluePx.png"); _progressTimer.Type = CCProgressTimerType.Bar; _progressTimer.ScaleX = viewSize.Width - 8; _progressTimer.ScaleY = 4; _progressTimer.Percentage = 100.0f; _progressTimer.BarChangeRate = new CCPoint(1, 0); return(_progressTimer); }
private void InitProgressTimer(CCSizeI size) { _progressTimer = new CCProgressTimer("bluePx.png"); _progressTimer.Type = CCProgressTimerType.Bar; _progressTimer.ScaleX = size.Width - 20; _progressTimer.ScaleY = 4; //_progressTimer.AnchorPoint = new CCPoint(1.0f, 0.5f); _progressTimer.Percentage = 100.0f; _progressTimer.BarChangeRate = new CCPoint(1, 0); AddChild(_progressTimer); }
public override void OnEnter() { base.OnEnter(); CCSize s = Layer.VisibleBoundsWorldspace.Size; var progressTo = new CCProgressTo(6, 100); CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFrames("zwoptex/grossini.plist"); CCSprite sprite = new CCSprite("grossini_dance_01.png"); CCProgressTimer left = new CCProgressTimer(sprite); left.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y left.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change left.BarChangeRate = new CCPoint(1, 0); AddChild(left); left.Position = new CCPoint(100, s.Height / 2); left.RepeatForever(progressTo); CCProgressTimer middle = new CCProgressTimer(new CCSprite("grossini_dance_02.png")); middle.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y middle.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change middle.BarChangeRate = new CCPoint(1, 1); AddChild(middle); middle.Position = new CCPoint(s.Width / 2, s.Height / 2); middle.RepeatForever(progressTo); CCProgressTimer right = new CCProgressTimer(new CCSprite("grossini_dance_03.png")); right.Type = CCProgressTimerType.Radial; // Setup for a bar starting from the bottom since the midpoint is 0 for the y right.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change right.BarChangeRate = new CCPoint(0, 1); AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RepeatForever(progressTo); }
private void InitProgressTimer(CCSizeI size) { _progressTimer = new CCProgressTimer(new CCSprite(bluePx)); _progressTimer.Type = CCProgressTimerType.Bar; // _progressTimer.SkewX //_progressTimer.ContentSize = new CCSize(size.Width, 8); _progressTimer.Midpoint = new CCPoint(0.5f, 0.5f); _progressTimer.ScaleY = 2; //Device.OnPlatform(null, Android: () => { _progressTimer.ScaleY = 4; _progressTimer.ScaleX = 2; }); //_progressTimer.ScaleX = size.Width - 40; //_progressTimer.ScaleY = 4; //_progressTimer.AnchorPoint = new CCPoint(1.0f, 0.5f); //_progressTimer.Percentage = 100.0f; _progressTimer.BarChangeRate = new CCPoint(1, 0); AddChild(_progressTimer); }
//OLD_TRANSITION_CREATE_FUNC(CCTransitionProgressRadialCCW) //TRANSITION_CREATE_FUNC(CCTransitionProgressRadialCCW) protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture) { CCSize size = CCDirector.SharedDirector.WinSize; CCProgressTimer node = new CCProgressTimer(texture.Sprite); // but it is flipped upside down so we flip the sprite //node.Sprite.IsFlipY = true; node.Type = CCProgressTimerType.Radial; // Return the radial type that we want to use node.ReverseDirection = false; node.Percentage = 100; node.Position = new CCPoint(size.Width / 2, size.Height / 2); node.AnchorPoint = new CCPoint(0.5f, 0.5f); return(node); }
public override void OnEnter() { base.OnEnter(); SetupTransition(); // create a transparent color layer // in which we are going to add our rendertextures CCSize size = CCDirector.SharedDirector.WinSize; // create the second render texture for outScene CCRenderTexture texture = new CCRenderTexture((int)size.Width, (int)size.Height); texture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f); texture.Position = new CCPoint(size.Width / 2, size.Height / 2); texture.AnchorPoint = new CCPoint(0.5f, 0.5f); // render outScene to its texturebuffer texture.Clear(0, 0, 0, 1); texture.Begin(); m_pSceneToBeModified.Visit(); texture.End(); // Since we've passed the outScene to the texture we don't need it. if (m_pSceneToBeModified == m_pOutScene) { HideOutShowIn(); } // We need the texture in RenderTexture. CCProgressTimer node = ProgressTimerNodeWithRenderTexture(texture); // create the blend action CCSequence layerAction = CCSequence.FromActions( new CCProgressFromTo(m_fDuration, m_fFrom, m_fTo), new CCCallFunc(Finish) ); // run the blend action node.RunAction(layerAction); // add the layer (which contains our two rendertextures) to the scene AddChild(node, 2, kCCSceneRadial); }
protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture) { CCSize size = CCDirector.SharedDirector.WinSize; CCProgressTimer node = new CCProgressTimer(texture.Sprite); // but it is flipped upside down so we flip the sprite //node.Sprite.IsFlipY = true; node.Type = CCProgressTimerType.Bar; node.Midpoint = new CCPoint(0.5f, 0.5f); node.BarChangeRate = new CCPoint(1, 1); node.Percentage = 100; node.Position = new CCPoint(size.Width / 2, size.Height / 2); node.AnchorPoint = new CCPoint(0.5f, 0.5f); return(node); }
public override void OnEnter() { base.OnEnter(); CCSize s = CCDirector.SharedDirector.WinSize; CCProgressTo to = new CCProgressTo(6, 100); CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("zwoptex/grossini.plist"); CCProgressTimer left = new CCProgressTimer(new CCSprite("grossini_dance_01.png")); left.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y left.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change left.BarChangeRate = new CCPoint(1, 0); AddChild(left); left.Position = new CCPoint(100, s.Height / 2); left.RunAction(new CCRepeatForever((CCActionInterval)to.Copy())); CCProgressTimer middle = new CCProgressTimer(new CCSprite("grossini_dance_02.png")); middle.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y middle.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change middle.BarChangeRate = new CCPoint(1, 1); AddChild(middle); middle.Position = new CCPoint(s.Width / 2, s.Height / 2); middle.RunAction(new CCRepeatForever((CCActionInterval)to.Copy())); CCProgressTimer right = new CCProgressTimer(new CCSprite("grossini_dance_03.png")); right.Type = CCProgressTimerType.Radial; // Setup for a bar starting from the bottom since the midpoint is 0 for the y right.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change right.BarChangeRate = new CCPoint(0, 1); AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RunAction(new CCRepeatForever((CCActionInterval)to.Copy())); }
public override void OnEnter() { base.OnEnter(); CCSize s = CCDirector.SharedDirector.WinSize; CCProgressTo to = new CCProgressTo(2, 100); CCProgressTimer left = new CCProgressTimer(new CCSprite(s_pPathSister1)); left.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y left.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change left.BarChangeRate = new CCPoint(1, 0); AddChild(left); left.Position = new CCPoint(100, s.Height / 2); left.RunAction(new CCRepeatForever((CCActionInterval)to.Copy())); CCProgressTimer middle = new CCProgressTimer(new CCSprite(s_pPathSister2)); middle.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y middle.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change middle.BarChangeRate = new CCPoint(1, 1); AddChild(middle); middle.Position = new CCPoint(s.Width / 2, s.Height / 2); middle.RunAction(new CCRepeatForever((CCActionInterval)to.Copy())); CCProgressTimer right = new CCProgressTimer(new CCSprite(s_pPathSister2)); right.Type = CCProgressTimerType.Bar; // Setup for a bar starting from the bottom since the midpoint is 0 for the y right.Midpoint = new CCPoint(0.5f, 0.5f); // Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change right.BarChangeRate = new CCPoint(0, 1); AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RunAction(new CCRepeatForever((CCActionInterval)to.Copy())); }
public override void onEnter() { base.onEnter(); CCSize s = CCDirector.sharedDirector().getWinSize(); CCProgressTo to1 = CCProgressTo.actionWithDuration(2, 100); CCProgressTo to2 = CCProgressTo.actionWithDuration(2, 100); CCProgressTimer left = CCProgressTimer.progressWithFile(s_pPathSister1); left.Type = CCProgressTimerType.kCCProgressTimerTypeRadialCW; addChild(left); left.position = new CCPoint(100, s.height / 2); left.runAction(CCRepeatForever.actionWithAction(to1)); CCProgressTimer right = CCProgressTimer.progressWithFile(s_pPathBlock); right.Type = CCProgressTimerType.kCCProgressTimerTypeRadialCCW; addChild(right); right.position = new CCPoint(s.width - 100, s.height / 2); right.runAction(CCRepeatForever.actionWithAction(to2)); }
public override void OnEnter() { base.OnEnter(); CCSize s = Layer.VisibleBoundsWorldspace.Size; var progressTo = new CCProgressTo(2, 100); CCProgressTimer left = new CCProgressTimer(s_pPathSister1); left.Type = CCProgressTimerType.Radial; AddChild(left); left.Position = new CCPoint(100, s.Height / 2); left.RepeatForever(progressTo); CCProgressTimer right = new CCProgressTimer(s_pPathBlock); right.Type = CCProgressTimerType.Radial; right.ReverseDirection = true; AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RepeatForever(progressTo); }
public override void OnEnter() { base.OnEnter(); CCSize s = CCDirector.SharedDirector.WinSize; CCProgressTo to1 = new CCProgressTo(2, 100); CCProgressTo to2 = new CCProgressTo(2, 100); CCProgressTimer left = new CCProgressTimer(s_pPathSister1); left.Type = CCProgressTimerType.Radial; AddChild(left); left.Position = new CCPoint(100, s.Height / 2); left.RunAction(new CCRepeatForever(to1)); CCProgressTimer right = new CCProgressTimer(s_pPathBlock); right.Type = CCProgressTimerType.Radial; right.ReverseProgress = true; AddChild(right); right.Position = new CCPoint(s.Width - 100, s.Height / 2); right.RunAction(new CCRepeatForever(to2)); }
protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture) { var bounds = Layer.VisibleBoundsWorldspace; CCProgressTimer node = new CCProgressTimer(texture.Sprite); // but it is flipped upside down so we flip the sprite //node.Sprite.IsFlipY = true; node.Type = CCProgressTimerType.Radial; // Return the radial type that we want to use node.ReverseDirection = true; node.Percentage = 100; node.Position = new CCPoint(bounds.Origin.X + bounds.Size.Width / 2, bounds.Size.Height / 2); node.AnchorPoint = CCPoint.AnchorMiddle; return node; }
public GameSceneLayer() { CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("crystals.plist"); SetupBackground(); var boardSize = new CCPoint(Constants.KGemSize * Constants.KBoardWidth / 2f, Constants.KGemSize * Constants.KBoardHeight / 2f); var screenSize = new CCPoint(CCDirector.SharedDirector.WinSize.Width / 2f, CCDirector.SharedDirector.WinSize.Height / 2f); var timerScale = 1f; #if WINDOWS_PHONE || ANDROID timerScale = 0.6f; _fieldPositionZero = (screenSize - boardSize); #else _fieldPositionZero = (screenSize - boardSize); #endif _gameHeader = new CCNode() { Position = new CCPoint(0, 200), AnchorPoint = new CCPoint(0, 0), }; var header = new CCSprite(@"GameScene\header.png"); header.ScaleX = CCDirector.SharedDirector.WinSize.Width / header.ContentSize.Width; header.Position = new CCPoint(0, CCDirector.SharedDirector.WinSize.Height); header.AnchorPoint = new CCPoint(0, 1); _gameHeader.AddChild(header); CCSprite timerBackground = new CCSprite(@"GameScene\timebar_bg.png") { Scale = timerScale }; timerBackground.Position = new CCPoint(CCDirector.SharedDirector.WinSize.Width / 2, CCDirector.SharedDirector.WinSize.Height - header.ContentSize.Height); timerBackground.AnchorPoint = new CCPoint(0.5f, 0f); _gameHeader.AddChild(timerBackground); _timer = new CCProgressTimer(@"GameScene\timebar.png") { Scale = timerScale }; _timer.Position = timerBackground.Position; _timer.AnchorPoint = timerBackground.AnchorPoint; _timer.Midpoint = new CCPoint(0, 0.5f); _timer.Type = CCProgressTimerType.Bar; _timer.Percentage = 100; _timer.BarChangeRate = new CCPoint(1, 0); _gameHeader.AddChild(_timer); _scoreLabel = new CCLabelBMFont("0", @"Fonts\scorefont.fnt"); _scoreLabel.Position = new CCPoint(CCDirector.SharedDirector.WinSize.Width - 24, CCDirector.SharedDirector.WinSize.Height - 24); _scoreLabel.AnchorPoint = new CCPoint(1f, 1f); _gameHeader.AddChild(_scoreLabel); AddChild(_gameHeader); _isGameOver = false; _isDisplayingHint = false; _startTime = DateTime.Now.AddMilliseconds(Constants.KIntroTime); _lastMoveTime = DateTime.Now; _numConsecutiveGems = 0; _isPowerPlay = false; _endTimerStarted = false; _score = 0; SetupBoard(); _particleLayer = new CCParticleBatchNode("Particles/taken-gem.png", 250); _gameBoardLayer = new CCNode(); _hintLayer = new CCNode(); _shimmerLayer = new CCNode(); _effectsLayer = new CCNode(); AddChild(_shimmerLayer, -1); AddChild(_particleLayer, 1); AddChild(_gameBoardLayer, 0); AddChild(_hintLayer, 3); AddChild(_effectsLayer, 2); SetupShimmer(); Scheduler.ScheduleUpdateForTarget(this, 1, false); TouchEnabled = true; }
protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture) { var bounds = Layer.VisibleBoundsWorldspace; CCProgressTimer node = new CCProgressTimer(texture.Sprite); // but it is flipped upside down so we flip the sprite //node.Sprite.IsFlipY = true; node.Type = CCProgressTimerType.Bar; node.Midpoint = new CCPoint(0.5f, 0.5f); node.BarChangeRate = new CCPoint(1, 1); node.Percentage = 100; node.Position = new CCPoint(bounds.Origin.X + bounds.Size.Width / 2, bounds.Size.Height / 2); node.AnchorPoint = CCPoint.AnchorMiddle; return node; }
//OLD_TRANSITION_CREATE_FUNC(CCTransitionProgressRadialCCW) //TRANSITION_CREATE_FUNC(CCTransitionProgressRadialCCW) protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture) { CCSize size = CCDirector.SharedDirector.WinSize; CCProgressTimer node = new CCProgressTimer(texture.Sprite); // but it is flipped upside down so we flip the sprite //node.Sprite.IsFlipY = true; node.Type = CCProgressTimerType.Radial; // Return the radial type that we want to use node.ReverseDirection = false; node.Percentage = 100; node.Position = new CCPoint(size.Width / 2, size.Height / 2); node.AnchorPoint = new CCPoint(0.5f, 0.5f); return node; }
protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture) { CCSize size = CCDirector.SharedDirector.WinSize; CCProgressTimer node = new CCProgressTimer(texture.Sprite); // but it is flipped upside down so we flip the sprite //node.Sprite.IsFlipY = true; node.Type = CCProgressTimerType.Bar; node.Midpoint = new CCPoint(0.5f, 0.5f); node.BarChangeRate = new CCPoint(1, 1); node.Percentage = 100; node.Position = new CCPoint(size.Width / 2, size.Height / 2); node.AnchorPoint = new CCPoint(0.5f, 0.5f); return node; }